#3d-modeling
1 messages · Page 125 of 1
some of the beveled *sides dont follow the flow of the metal adjacent to it
okok tell me this
wait nvm
where would I even start moddeling that... hilt?? My brain is at a total loss on how I would begin to make those shapes
it seems to kinda flow like vroid diamond hair
im thinking something with curves possibly
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I would try curves myself
sometimes curves really carry the weight
In part 1 we had a detailed look at the new custom curve bevel feature to understand how it works. It this part Karim Joseph demonstrates a fast way of modeling the ornaments. You can download the demo scene to follow along here: https://www.blender.org/download/demo-files/ (The file is at the bottom of the page).
Demo file credit: Daniel Byste...
curves are defintely the way to go for what ive been trying
thanks for videos imma watch em
you convert them into meshes later anyway
bruh ive been making a cynlider follow my curves but all i had to do was use bevel depth
omg now this is exactly like vroid hair with the settings i got its great
or wait no it isnt wha
same basic concept as vroid hair as vroid hair is just a bunch of Curves
try twisting the curve
it will rotate it
maybe the profile is changing in a different direction
doesnt seem to do anything
roating x y or z
and im not just previewing the rotation I set it in and then control z back if it doesnt work
its defintely related to me having 0 Resolution
in edit mode and object
it edit mode it does some weird morphing looking movement but the width of the mesh/curve I see never follows the profile I put
ill show you what i mean one moment
it doesnt seem to work even with more res
id just skip to the last 15 seconds when i used more resolution
its frickin doing it that way
then i rotate it 90 deg in edit mode and then seperately rotate the ref 90 deg it STILL insists on deforming the curve mesh that way
when you said twist you literally meant there was a command for it
oml
a profiling object is much easier for my brain to comprehend so im going to just use that
I kinda want to try make avatars and such in 3d, but I only have a laptop
Would that work
your computer might struggle a bit with any detailed character or sculpting and stuff like that if its lower end but its 100% possible
i madea weird head
you could probably make a horrifically bad but terrifiying character with cursed visemies that would be dope
finally got this bastard,, and thats just one of the many swirlies
@spiral sigil https://www.artstation.com/artwork/286q0J
These sword models are based off the beautiful Nature Inspired Swordtember drawings from Moniek Schilder.
https://www.artstation.com/artwork/xJqZ9r
Please go check out her amazing concept art! I fell in love with a lot of the weapons she drew for Swordtember and decided to try my hand at making some of them 3D. I aimed to keep all the sword mo...
OMG they already made 3d version of this
Yeah they are extremely skilled
YEAH
i was pretty close to the part i made im so proud
idk how they so perfectly made the clusterfrick of swirlies
time to experiment
i cant believe im looking at 3d
probably was by hand
maybe instance a log swirl and then adjust something like that
and lots of extruding and manual work
convert curve to mesh and dissolve some edge loops and you got a start of a hand modelled thing
thats what I did because either side of the swirly is NOT even
so being limited to only alt scaling and transforming the curve handles was not enough
even though I could of used the spline type that gave me handles but whenever I used them it created SOO much geometry so it wasnt worth bothering with it
My first ever animated model reveal for the wonderful Misfit Waferton.
The physics in the animation and the animation itself are absolutely incredible
so much good work today O.O
good work you say?
well take a look at this monstrosity
the best part is that vrchat let me UPLOAD IT
it shoots me into 3rd person view and has an awful, blinding light
There's no reason it'd stop you
You can upload a cube
you can upload an empty gameobject
yes i know, just saying with how broken it is, im surprised there weren't any extreme errors
i dont see the problem
I've never seen an avatar that was so broken that it put me into 3rd person mode. This is a first for me
Someone tell about the cp avatars
you exported the default light and camera with it
the reason it's third person is because that camera becomes your view
Beautiful
Every single once in a while I see someone ask for this.
What do you mean by that acronym.
Please, I have to know - even though I know I don't want the answer.
sussy question 
finally blocked out the swirlies - my topo for them isnt as good as the original creator but i dont want to just copy what they did whats the fun in that
I looked into the history.
It's: CLUB PENGUIN
I.... My brain struggles so much with this.
Why would the Club Penguin fandom decide to abbreviate.
still a pretty good first attempt
Big difference is that they likely did a high to low bake, which helped the low poly a lot
goal is to prevent as many hard edges as possible for the round parts as possible
your probbaly right
and if they texturepainted on the high, things would look alot smoother on the low than if you just painted the low I think because of how things to things yeah
Ive made very few weapons so I hope this stuff starts coming naturally to me, but I geniunely think I want to master bringing 2d references of melee weapons to life
they are just so cool to look at in 2d and even more in 3d
and then I can learn how to make cool particles in unity that give the swords more life
my rainbow sparkly trail render will be my saving grace for my medocre rainbow cleaver
Do you download the Unity hub v3 Beta?
you dont need the beta but if you want it go at it
i was thinking cyberpunk lol
but cyberpunk is one word
You- You've thrown me another curveball.
wh-what the bwack
well the age demographic of club pengiun is young and they arent smart enough to realise that abreviation as a dark meaning
cp2077 is a common abbreviation
you don't paint the high poly and bake that usually, you bake normals, AO, curvature, maybe bent normals and world space normals from your high to your low then paint your low
so you do paint your low while low hm
ahh the workflow is complicateddd
i dont even know how you would bake curvature yet
or what that means lol
a texture map that says how curved something is
thats a THING
but yeah for curvature black is max concavity, mid grey is flat, white is max convexity
I never understand those 2 words yet but ig there is no better time than the present
concave = valley
convex = peak
think of it like displacement, black goes in, white comes out
mid-grey is flat
never heard of a pit or fall map
height maps are just displacemnt maps though
they tell the engine how far to push the polygons
so a curvature map is a more curvy version of that then
no
curvature map is just telling you how curved something is
lemme grab an example real quick
okay
i shold still have a texturing project saved somewhere
I hope you organize then heh
ive seen that hunk before!
yeah i still need to do a higher res version of that badboy for PC instead of quest
but i have other plans for now
in time in time
i think i get it now but of course ill have to actually make the maps myself
but you can see how i used the curvature map to make the wood look more natural with just generators
oh that looks nicer
yeah this is showing the actual paint lol
wait its on the wood not the metal lining?
i was just showing the curvature before
frick
it's on the wood as well
oh both okay
i used it everywhere
the light parts of the wood pop more
and dark dip
and that IS the curve?
did you just grayscale textures and adjust levels to make your curveature maps
no
i baked the curvature in marmoset
then used the curvature map to adjust the textures
oh ok
actually, is there a voice channel in here i can show you how it works in coat/
no voice channels on this Discord because we are chat service that function
I would but my wifi is out at 11/23:00 and im left with just my phone
in 3d coat you have a lot of options for where to put your material, i'm showing you the ones most relevant to curvature maps
blue is just the base fill
white is on covex, so the white parts of a curvature map
red is on concave, the black parts of the curvature map
you can do more with it, like add in noise to break up the generated look, use the generators to create clip masks that you can then paint on to refine
fingers are tubes, tubes are round, round things are convex
most of these layers i never actually used lmao
thats reassuring
6 layers actually used
and that's 5 more layers than i normally use
usually i just paint on a single layer and caveman it lol
but i was a little short on time so i went with the smart material generators and effects layers
the blood splatters were manually painted
but that's all i painted by hand on this piece lol
there's more than just the curvature map at work there though lol
yep as whenever I make a substance painter project it generates a whole bunch of maps
at least 4 it makes last time i used substsnce
like i said, adding noise to break up the generated look, using the "more on top" and "more on bottom" to add in some highlights and shadows, directional fill gradients combined with the more on top to get directional lighting
yea i love baked lighting
still doesn't look as good as properly handpainted
just looks like every other mass produced asset
the stempunk chick i'm working on atm will be properly painted, much more painterly look to it
yeah Iave to learn the traditional way to texture things i dont want to cheat completely with procedurals but they are cool
STEAMPUNK
i want to see when its done
got part of the blockout here
ooOooou
still need to add a gun and some ammo to her belt, remove the left forearm of the jacket and put a nice techy bracer on it, buckles and straps on the boots, and a belt on the back of the coat
do you sculpt the hands and head but poly model the rest of the body?
all sculpted
ohh okay
i just finished the retopo on the clothing already and imported that for detailing
usually with clothes i'll do a really rough sculpt to get the shape then retopo it early
goggles also fit the eyes
id hope so lol
one thing that i dont get
how do people make belts perfectly fit models
i use a curve brush
draw a curve on the model and it creates the belt on it
then i just position the buckles and we good
okok that was a big problem for me awhile ago lol
you can use retopo tools in blender to make a ring of polys and add thickness with a solidify as well
I use retopoflow inside of blender for retopo
did you buy it?
frick
well it just means i dont get support
which idk what id need support with
for the free version
if you pay you can email them for anything going wrong with it
but if you're gonna pay for a retopo tool you should pay for topogun
okay
or you could buy 3d coat and get a full upgrade to blender for everything that isn't rigging and rendering lol
sculpting, retopo, UVing, painting, all better in coat
polymodelling not so good
but with sculpting tools like coat has you don't need to polymodel
yeah i'd definitely suggest giving sculpting a good few months to get a feel for it
i just cant rebind my movement keys in coat to my blender ones
just gotta get used to it lol
i've had to learn 4 navigation setups for the 7 programs i use lmao
geEz
the more time you're spending learning new things the better you get at learning
so picking up new skills gets easier
that is true
i can learn alot quickly if i try but if i stop applying that knowledge i lose it super quick
this christmas break ive thought none of school and i worry i will forget everything ever
nah school is easy lol
Yea its just the exams at the end of the year I am concerned on
english exam is almost no content
i have to conjure a like 700 word commentary or something like that on an imaginary coffee shop, which now that i think about it is super easy i just need to remember the conventions of certain types of writing
whatever school lame
yup, glad i got done with it a long time ago
also youd probably have a strong opinion on this
how do you feel about people going to school to learn more about 3d moddeling instead of pursuing other types of jobs that are more certain ig you would say
not that someone would only practicing 3d in school but also on their own because school isnt everything
i'd say going to school for it is a waste of time, learn on your own
and a waste of money
okay
there's only 1 thing that's gonna get you hired for art, and that's skill
get good, make good portfolio, profit
i know people who're in school for 3d and they don't have time to develop their skills cause they're doing too many different things without enough time to dedicate to anything
I would hate to have to feel like I have no time for anything so ok nevermind thennn
I am not sure if I should still pursue my other carrer and go to college for getting a degree in that carrer, I mean more people apparently are getting hired without degrees so what does it even matter much if i get one
Maybe I just need a carrer while im working on art that basically keeps me alive while I slowly get better at art because I certainly want to live off of 3d work
what is it you actually wanna do?
3DDDD
get a part time job, something you can get by on and gives you enough time to focus on your art
okay
build your portfolio, do some comms for people, sell some stuff on gumroad, build up
I will have to start paying taxes soon from the commission money ive made hehehhe
if you're already making enough to pay taxes you're not doing too bad
its supposed to be like 400 usd or something if you work for yourself
or what the law classifies as
most of the money was fixing or making technical unity stuff like toggles or whatever ironically not actual art
or optimizing which is lacking in art
but i was only focusing on unity and optimization then so
ahh, and US taxes start earlier than UK apparently lol
i don't pay taxes on anything under 9k/yr
of course they do lol
WHAT
9k
sheesh
i mean i hope no one only makes 9k to avoid taxes but yea thats high
but as soon as you go over that 9k the lowest tax bracket is 20%
geez
why not tax gradients not brackets
seems like a bit of a jump
nvm why am i questioning a governments tax system
Clubpenguin vr
So, how does the baking normals/ao process work. Do I have to manually unwrap the UVs of both the high and low poly meshes and match the islands so they bake onto each other?
It’s one of the few things I’ve avoided since I never could get a clear picture of what it really meant and how it worked.
Only the low poly needs and unwrap
Then you place the high and the low in the same place as they overlap
Then your software casts rays from every face outwards and based on what it hits on the high poly it bakes that detail to your lowpolys texture
So high poly doesn't need uvs
Ohhh, okay!
I should use that haha
Is it worth baking a already low or mid poly mesh?
I know understand why blender painting is absolute dog
and why people unwrap their models in a way that they can just paint on their texture like its a 2d drawin
frick
square unwraps are also better for resolution
straight lines don't get aliased as much
but i wouldn't say people unwrap to be painted in 2d
nobody really cares if you're gonna paint it in 3d
so uvs can be very ugly
yeah but its probably much more efficient to unwrap it for painting entirely in another software
like im looking at how this is unwrapped and its PERFECT for just painting in like adobe or something https://www.artstation.com/artwork/286q0J
These sword models are based off the beautiful Nature Inspired Swordtember drawings from Moniek Schilder.
https://www.artstation.com/artwork/xJqZ9r
Please go check out her amazing concept art! I fell in love with a lot of the weapons she drew for Swordtember and decided to try my hand at making some of them 3D. I aimed to keep all the sword mo...
substance painter is also owned by adobe
i can't imagine painting stuff in 2d alone
the only good way to not have visible seams is to paint over them
and only in 3d you can do that properly imo
It says on art station they only used Maya, Marmoset, Paintool SAI and adobe photoshop
idk about maya but marmoset is like for unwrapping or uvs or whatever and the other 2 are 2d
marmoset is for rendering
but it can also do procedural materials now
and probably somr painting
this is supposed to be 100% hand painted
oh wow it does have stuff
maybe I can email them or something and ask how much they painted in 2d compared to 3d if they remember lol
I dont see why they couldnt do the majority in 2d though I think it would work and then they just fix up the seem issues in 3d
heyy there dose somone know if there is a Zoichi discord?
i am searching for Zoichi clothes
or where i can get Zoichi clothes
Please ask in the appropriate channel #avatar-search-old
i have commited a crime
so have i
it will be perfectly fine just slap some toon shading on it and you wont be able to see a thing
problem solved
Family [expunged]
r u sure about that
oh hey look the teeth are griffin sized
looks kinda like the teeth that staircase-to-hell scp was
peter griffin cursed?!??
peter griffin.exe confirmed?!?!?
cant wait to absolutely disgrace this spear (that has a disconecting knive end that has rocket propultion) with my texturing skills
an rocket propultion?
that an interesting spear
i do
get ready to be in awe
lol
i wasnt even planning on a spear and i also am very new to 2d
well just how it goes sometimes
yeah i agree
decided to add an orbiter and ill probably do 3 because 3 prong
bible fight!
i dont get the reference but its still funny
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In this episode,
Peter becomes so convinced that he is a genius that Brian challenges him to prove it. Peter takes the MacArthur Fellows Program, which reveals that Peter is ...
no one does that, no one sane anyway lmao
apparently there are people who do it sometimes but im not going to try it on this model anyway
probably a practice when 2d artists come to 3d but im not a 2d artist so
you saw what horrific thing i drew lol
well if it's something flat you can draw then project onto your mesh
but you'd still need to touch it up in 3d
for this i projected UVs from view and used an img on google of a sword i moddled quickly
I never want to do it again
for the prob 5th time. im remaking cory kenshin. but with some ultra hd clothes
the clothes look very nice
try to re rig it
with cats?
or mixamo?
neither are working
im a beginner, not really sure how to 're rig' it
hm
it just looks like wrong bones are assigned
do you know how to use blender?
barely
it looks like there is 2 rigs tbh
there were originally 4 pieces to this
look on the right side and make sure the right bones are assigned (chest is assigned to chest, spine to spine, arms to arms etc)
not the right channel for it tho, try #avatar-help or #avatar-rigging
I feel like this futureistic theme i was trying to workout aint going to work i just cant envision it being good, i think it would be better if it were like a mossy wooden spear, and at the bottom base that can be like the glowing red ruby of the forest or smth idk it really seems like something jungly for some reason. and then add like leafs somehow and make the blade wooden and connect the floating gaps, and make the spear a little less straight and more squiggly. and I have too many moving parts on the staff the center of attention should be the top not the middle
just dumping thoughts here
I agree it seem tribal
i can envision wooden blade with voronol like shape cutouts around the knife, and the wood color getting a little lighter where that cut meets the blade
or maybe not cutouts but it makes divots in that shape
Yeah
I think the cut out cause it look less sci fi and more tribal
And also the width with the blade too
Im worried about how the topo is going to be after cutting into the knife so much
how should i connect this tail to the body for optimal topology?
are you just now making the tail or is the rest of the tail just hidden from that screenshot
i just started with the initial few rings, the tail isnt actually done
but seeing as it doesnt just straight end at a point, maybe i should do that first in case i need more loops
er
not
loops
idk the term
I dont know if this is exactly the best way but you could just extrude geometry in
and shape it to that tail you got
does anyone know what this purple weight is? ive selected the hip bone but its supposed to be weighted to the leg but its like it has no weight, and when i try and weight it it does nothing
i mean, i can bridge it for the most part, but then i have to do some awkward triangle quads for it to line up
lemme show u one sec
o
just delete that tail you were making and extrude in the ring of geometry from that hole u got
and shape that into the tail
and boom quads
i will make a video one moment
yeah i dont need a video dw haha
okay
i was getting so worried about using too many polys than needed that i was overlooking how to do it in general
nah but preferably it'll be visible for both
so sort of
its easier to add polys than remove em
could always just make a geometrically dense PC one and then retopo for quest
but saves u time just making one that works for both automatically
mayb u could just subdivision
if i think it could look smoother ill do that later
yeah
thats what i plan on doing
aye thats what im trying to do
do you happen to have knowledge on creating jungle or nature themed weapons or props
or incorporating plants into things that arent plants
...kiiiiind of?
oh so like drawing a concept?
usually thats how i start my ideas yes
maybe you would be interested in a banana tree fishing rod heh
but if youre wondering just in general how to do it, id consider what materials would be available/fitting to the theme
like using crudely chiseled bone for a spear tip
plan that all out so yknow when its put toegehter the theme is consisnt and not taky yea
mhm
i have something good in my head but since im very new to 2d it doesnt translate well
you also want to consider practicality or what you absolutely must have
thats true hm
like maybe golden embellishments arent really practical, but if it's a ceremonial weapon, you might wanna keep them anyway
yea because it still has purpose its not just a thing you ploped on there for no reason
mhm
but admittedly human beings also like their stuff pretty just cuz
case in point: some of the basket-type hand guards on some swords
real intricate, no real function
just preddy.
yeah but say its also stylized to look like vines in a flower-like configuration
or slimy serpents
that means that part of the mesh don't have a armature or smth like that, the bone don't have anything related to that part
got something that im satisfied with finally but it has no real texturing its just solid colors and gradients
that background is too green so just gray
modelled some creepy ass head in 5 minutes
Final one for the road, Void Gal Friend from the amazing character concepts by @benmce_art ! This time around most work went into UV to save the original texture, because there was no way I could reproduce that🤣#b3d https://t.co/9sNf7mw0NM
very nice Avatar Ruuubick
ay nice I was wondering if you would ever get to the main character on the ref sheet
seems like you got it pretty good
Thanks !
commission work
can i get a commission
hello, is this the right place to ask a Blender to Unity question?
close enough ye
If it is related to 3d
Yes
So I've been following multiple guides on blender character creation and I've gotten to a pretty decent point for my first time. However, I am having problems with the model having "spasms" to the point where the model is completely deformed. For reference, I am using this video primarily for my character creation
Patreon, Gumroad, Discord, and other stuff:
https://linktr.ee/Joeycarlino
Intro 0:00
Summary 0:41
Setup / Skin Modifier Basics 1:12
Character Start / Root 4:25
Adding Mass 6:22
Hands 8:27
Muscles 10:23
Proportional Editing 12:04
Asymmetry / Roundness 13:41
Armature 14:30
Sculpting / Applying Modifiers 15:38
Eyes 16:44
Better Armature 17:41
Pa...
I shall grab a quick screenshot of my current progress in a few
Essentially, I am trying to make an otter
But the question also is, "is this a good guide to make high quality characters?"
this is my first attempt
i think i figured out my issue, thanks for being available to help 🙂
decided to make my favorite actor zach galifianakis with some more hd stuff
Masterpiece Studio Pro is FREE for Non-Commercial Use
https://www.masterpiecestudio.com/app-stores
Be part of the community that is building the metaverse - the future of immersive 3D creation can be - literally - in your hands!
We believe anyone can make 3D content if the tools are made easy to use! So this is our mission - to simplify 3D cre...
not done yet. but jack torrance remake
shirt is properly unwrapped! woo
Hello @calm goblet, you can edit and model your world without leaving Unity. Using less software to make your world will save your time and effort a lot. And you wouldn't need to learn difficult 3d modeling software like blender, 3ds max etc.
Hey all, so I decided to make my own clothing for my VRoid avatar in Blender since I thought it'd be easier to do. However, I have run into this issue where the shirt I made is now not binding to the model when I'm attempting to do rigging with it. Am I skipping a step somewhere? I joined the shirt to the mesh.
if using less software saved me time i wouldn't have 7 programs that're specialized for just 1 job each
Did you weight paint the cloth?
according to the video promo, the texture painting is made by using substance painter, not within unity itself
still using other software to do the texturing then back to square one
it looks intuitive enough at least, although, blender can do this exact style of mesh building
blender can do a lot more, and a lot more efficiently
You would still need to learn to do it in unity lol
You're not learning a new software but you're learning new tools in the same software
Not much different
no, you don't still need to learn to do it in unity, you never need to use unity's modelling tools, that's my entire point
the modelling tools are poor, no UV tools, no texturing, no baking from high poly, none of the things that you'd use to make a half decent looking scene that isn't in an extreme low poly style
and even if you're going for a super low poly style you're probably going for flat shading, which means if you use proper tools you can have an entire game on a single miniscule texture lol
where's the actual benefit?
you clearly do
but you need to learn new tools within the same software
which is basically the same thing
no it isn't
why would you learn how to use an inferior tool?
if you have blender why would you learn polymodelling in something that lacks most of the functionality?
if a set of tools exists that covers a full workflow why would you ever go to a piece of software that doesn't even have 1/3 of the capabilities?
I think you're misunderstanding my point
I agree with you
I'm just specifically saying that their claim that doing everything in one software is better than learning other software isn't a good one
Because you still need to learn new tools so you might as well spend that time learning blender instead
if you're getting even slightly serious you shouldn't limit yourself to blender either lol
I could be using probuilder to make some level geometry but it would take me way longer than just doing it blender and exporting to unity because probuilder is clunky as heck
the UVing, texturing, baking, and retopo tools aren't the best
and that's exactly my point, it's faster for me to sculpt in zbrush, retopo in topogun, unwrap in rizom, bake in marmoset, then paint in 3d coat than it would be to do all that in blender, even though blender has the tools to do it
it isn't just unity though, unreal has the same useless set of modelling tools lol
I'd prefer that blender was better at those things so I didn't in fact have to rely on other software but that's kinda the reality of generalist vs specialized software
if blender could get to 70% of the capabilities of those specialist programs it'd be viable for extremely lazy people
blender alone isn't a great option for a full workflow, it'll never be a great option for a full workflow
it'll stay as a decent polymodelling tool with some usable enough sculpting and texturing tools for some minor tweaks if needed
geonodes is looking like they might actually get it to a usable state for some procedural modelling compared to houdini, if they add in loops and script nodes, extrusions, and improve performance
im not sure why the limbs textures are not appearing? the UV mapping shows that the textures are in place but they are only appearing black in every window .. the limbs are duplicated but 🤨
what shading mode are you in
viewport
er. material preview, sorry
im not very good with the terms of blender 💔
that's fine, the reason i'm asking is because in some cases in the solid shading view it can show the selected texture not the one assigned to the material
if it doesn't show up in material preview tho, hmm
do you have multiple uv maps/
only 1
hmm, alright, how many materials
one 😭
where do i find the meshes 😅
these?
o damn you have many
join your meshes
joined it is still like that
You said you have one material, but is it one material across all the meshes shared or does every mesh have its own?
one material across all the meshes
UVs are correct?
yup
Are the mesh's vertices actually assigned to the material?
ah so .. shows up in unity which is what im most concerned about, just have to fix the culling
sorry im kinda dense with all this 😭
So in Unity it's fine?
yea
seems like it was the culling fsr i did solidify and now its fixed what da hell 😭
are you having an issue installing it or actually getting it into unity?
getting it to work in unity
That's a bit too vague.
i hate your mother
I have tried on different projects
reinstall the SDK, what version of unity are you running?
2020.3.25f1
2020.3.25f1
i think something just may have happened while downloading it because it does say it may be corrupted
i have also tried on 2018
yes but did you try with the same sdk you originally downloaded?
you need 2019.4.31 my guy
yes
From VRC Docs: The current Unity version in use by VRChat is Unity 2019.4.31f1
^^
ok now im downloading 2019 and 2021
any other version but the hyper speciifc one vrchat one will NOT work
even if you dont get any errors and upload your avatar on say 2021 your content wont show up ingame
any content uploaded in unity versions not currently supported will essentially be ignored or whatever vrchat does so that it doesnt show up ingame
ok
I'd personally suggest Marmoset Toolbag for baking, so much better than substance
make sure to get the most recent dl off the git
and make sure that you are opening your unity project in the correct version, since you have multiple installed
getting somewhere with sclupting finally

still very flat
in general
can someone help me get a sculpt out of zbrush? its textured aswell so i need help exporting it all and possibly retopology it in the software
yep
you don't retopo in zbrush, you retopo in topogun, maya, 3d coat, blender etc.
well, you can retopo in zbrush, but zmodeller retopo is painful on anything that isn't pretty simple
man, i'm so thankful to vrchat for being the push i needed to learn 3d
Love it
thank you!
sheeeesh its better than the reference
wow that's very nice
hi um, can i get help
mask ive been working on going to give it cool audio link stuff for music events
and not to bad on topo
nice
i have a issue in blender 3 when i spawn a cube
it align not correctly to the grid floor
anyone knows what i need to do
if you do alt+R that should clear roation but its weird that its spawning on you facing towards you
yeah and it's kinda annoying
especially when i want to make a house or something 😦
i did alt+r and it corrects object position
but when i delete the old and add the new one
it spawn on wrong position again 😦
shift+C
reseting 3d cursor by holding shift+c only bring the 3d cursor on the center
but it will not fix the object spawning point position
so I'm trying to import an fbx avatar model from unity into blender and I first tried to use the CATS plugin but for some reason the imported model is all curled up and looks weird and if I try to click the Fix Model button it makes the model massive and all the bones was mirrored on to the other side of the model. if I manually import the fbx into blender the model looks correct in scaling and not all curled up but the bones are not orientated correctly
its all coming together
Side view ?
Yeah, probably should use more references
Year end summary of modeling (had some downtime due to computer issues so filled in those with multiple of the same month)
that is perfect portfolio material
michael rosen
blessed 3d model
I would 3D print this and have it on the end of a cane
*click* Noice
@patent elk Is it okay if I DM you? I've been trying to get ahold of you
So i could use some help with an issue ive been having to parent a clothing made for an avatar into blender, but i just dont find any way to actually parent the mesh into an armature even if it has the weights and it works, i just dont know how it is actually done on blender, i understand if this isnt the right channel (or server) to ask this
do you have two armatures
you can use cats to join your armatures
Click jacket than armature and ctr+j
Didnt work
you shift clicked on armature?
hmm than you probably should try separate and parent it again
I will give it a go later, i am about to break rn...
you just need to try different things
it probably was parented wrongly at first try
I've tried
Literally every thing, even parenting bones to the original, joining them to no avail, even deleting the second armature and slapping it in... I have no clue what's preventing this from working honestly
if your bones are named the same you can just delete the second armature and ctrl + P your mesh to the armature
select mesh first armature second
Maybe that's the issue
They added a "_J" to the end of them
then rename the bones to match
that will rename the vertex groups for those bones as well
which is what actually holds the weight data
I'll try it, this is actually about to break me
it's actually not that complicated to join if they match in armatures
I know, the problem is how hard to initially to figure out it is...
yeah
that's why i said use cats, but if that didn't work you'll have to do a bit more manual work
I appreciate the help
hello, i'm having a shading problem in this area where i tried to remove an ngon, notice where it's a little bit darker?
Bruh I wanna make custom gorou avatar but cant find a gorou download
recalc normals for shading probs
shift+N
not gonna help because that's an awkward quad
split it into two triangles
might look better
@spiral sigil didn't work, all it did was flip the normal, which messes up something else i'm trying to do
oh
be sure you have most recent version of sdk and try reimporting
yeah ive installed the sdk from the website vrc website again
and its still not working
when you open fresh project and import only sdk it works or not? test it
maybe it's something within project
ill try that
yes this seems fine
alright and where would i go to export stuff?
if you have file with avatar just drag it into assets
yeah
and check if sdk still works
yeah its loading in now
the avatar
then i can check the sdk
i imported a prefab
and its says its missing a vrc script
hmm dk what this script could be maybe it's dynamic bones
or maybe it's outdated sdk inside prefab
it says i need aVRCavatardescriptor
how do i do that?
did that
it is probably not calibrated well so you need to watch on youtube how to set avatar descriptor
alright
it's pretty straight forward
@spiral sigil still know what to do?
Have you tried converting the ngon to triangles?
triangulate!!!
yknow something i dont get
why is a blender cube 2x2x2 but unity is 1x1x1
frickin annoying
triangulate just the face where it's darker right?
yee
its probably tweaking out on where the trianges go
u may have to manually make the face in triangles or quads and triangles
Show the result.
@surreal flame the geometry or just how it looks?
What it looks like when triangulated. You say it didn't work but it must've changed at least.
Show it in edit mode, rather.
you should try moving verticies
If the normals are correct I believe the middle vertex is just slightly offset from the plane it is part of, creating a slight shade to the surface.
middle?, you mean the one between the bevel segments or the one it's connected to?
how should i move it?
If the plane is parallel to a global axis then just snap the vertex to another on the plane while limiting movement to that axis.
If there is no axis to use, well, perhaps someone has a neat trick to it but I'd just slide it along the edge it is on.
didn't work, should i send blend file?
I suppose you could.
the problem area is between the lower piece and the bars, in the front corner
Ah yes, I see it. The faces in the top left and bottom right corners are ngons too. Triangulating them gets rid of the shade.
on the other side of the bevel where the problem area is?
It's on both sides.
screenshot?
Personally I would disconnect the geometry and keep two separate meshes with clean topology rather than one which is kind of a mess due to complexity.
triangulating only moved the shade to a different close area
Then you have other geometry issues elsewhere. Clean your geometry, get rid of ngons and you should have clean shading.
sorry for disturbing you but it worked for a while and then it just stopped
sdk again broke?
if your talking about unity sdk then ud have better luck in like avatar or world support channels
Change the bones names to be the same, use cats to merge the both armatures.
You can also do it manually, select the two bones you want to merge and select the second option in Cats "active" this will merge the bones you have select no matter the name.
does anybody know an easy alternative to blender for making 3d models or avatars? i see one floating around a lot that people use for vrchat but i can't ever seem to find the name of it (pls @ me)
https://store.steampowered.com/app/1486350/VRoid_Studio_v120/ this is a pretty easy-to-use tool but it's for making anime avatars not really a general-purpose modeling tool
VRoid Studio is a 3D character maker that lets you use your imagination to easily create your own original characters. By making your 2D characters able to move in a 3D space and usable in anime and game production, your creative range will greatly expand. The VRoid Project has started with the hope that many creators will have fun exploring the...
but yeah you're probably going to have to learn blender if you wanted to make a fox
hmm i think i've used that, not really what i'm looking for
yeah i am learning blender, just curious about other software i've seen used around
tbh there are no easy free alts of blender
zbrush is easy when you learn basics but money
like honestly the fact that blender exist at all is kind of surprising
and you still required blender to do the rest of the pipeline for making a avatar
which is why commissions for from scratch avatars go for like hundreds or thousands of dollars
well yeah it takes quite a bit of knowledge to know how to do that stuff
yup a slightly more easier to learn option would be to modify a premade base to match your character
tbh don't ever have mindset of i can make avatar in 2 day ez it is really wrong to think that
a VRoid could be a two-day project but that probably takes some time to learn the tools to make nice results
it can take weeks minimum if it's from scratch and u want it perfect
i'm trying to do that i just got stuck and i gave up cause youtube tutorials are bad
what aspect of it are you currently stuck on
rigging i guess
what type of avatar is better question to ask you want
like setting up a skeleton and weight painting all that
rigging isn't harderst to do
yeah just, like i said youtube is ass, and i'm bad at teaching myself
like yeah a youtube tutorial can walk you through most of it but what if i run into an issue
saves ton of time
i think i tried that
broke everything
i may be thinking of the wrong model tho
still even so
i have no clue how to weight paint
there is full skeleton in rigify which you can easly fix if auto weightpaint is bad
yyeaaah
and it is in standard of vrchat humanoid rig
mhm
i think there are good tutorials to weight paint
but you say you have model but it isn't rigged?
not at the moment, if i remember to later i can
Is the auto rig pro a splendid thing to get instead of rigify?
is it wrong to prefer a all polymoddeling workflow or all sclupt and retopo workflow for making avatars or its mainly a preference thing
if you use zbrush than doing retopo in blender or maya is good if you hate zbrush polymoddeling is for you
that is standard
ok so preference
it's my humble opinion
got bored and sculpted another "monster"
didnt realise polymoddeling in maya was a mainstream thing i am curious now
you should think of a concept for a horrific monster and sculpt the entire body and rig it into vrchat, mayb even think of the idea as your sculpt goes on
new lolathon avatar kek?
a finished product would be cool to see from your cursed sculpts
cursed 
hmm i wonder if i could be the 3D trevor henderson one day
Oh so that is your goal
you are close
3.0 has good optimization updates so you should give it a try
some addons/plugins havent been updated to 3.0 so that may be a problem in your scenario
oh well you dont need them, usually they just make doing something you can already do easier
cant wait to texture this thing
make sure to remesh that since some of those faces are stretched bigtime
also makes it easier to texture when you dont have some faces having like x10 the space of some others
mmmm
i remember trying to remesh once and i crashed my whole pc
i did make the voxel size 100 or something so ._.
yup that is insta crash
learning it is pain but when you know all shortcuts it's so smooth
its for sculpting after all
when the imposter is sus
add teeth lol
remember use references
im sure there is a reddit rabbithole or somethin with cursed imagery
more inspiration
i dont really like using refrences. i like just making it how i like to
i wont question ya then da Vinci
ima try to make a fullbody model from scratch. cause im bored wish me luck
ayy thats the spirit
dont let yourself bin the project, make yourself finish it
even if it comes out not as youd like
took 15 minutes pretty flat but i think i did good
I made some clothing and its just ignoreing world lighting in game, why is this happening? how can i solve it lol
what kind of shaders are you using for the clothing as shaders determine how it reacts to lighting
Poiyomi, but it has the same settings as everything else on me, even duplicated a different material that I knew was fine and put it on this and its still not lighting properly
its like its not interacting with light probes properly
try putting the standard Shader on the clothing so that we can eliminate whether or not it's the Shaded causing problems ?
still does it with standard
could you share a screenshot of what it does
Body is Poi, Leggings are Standard, Underwear is Standard
I intentionally went to a world with terrible baked lighting
so its more obvious
they all have the same anchor overides
in bright worlds they are to dark, in dark worlds they are to bright
they just stay that bright at all times
not too familiar myself with anchor overides?
It just tells something where its centre should be considered for light probes
so you dont have different items reading different light probes
yeah I could see why that would be helpful
im assuming there is some caviat with making clothing from scratch in blender that im not aware of to make it not do this
it seems to be showing specular highlights so it's not like completely ignoring lighting looks more like you accidentally did something to make the material black
the underwear is the issue xD
this worlds baked lighting is really dark for no reason
which is why i chose it, so you can see the underwear is ignoring it
question does the underwear having a emissive texture
and I'm not aware of any checkboxes you could accidentally click in blender that would make the model not reactive lighting as that's all part of the material properties
maybe try making a brand new material and putting it on the underwear?
even with a new standard shader it does it
it doesnt even react to changing lighting in unity
did it react to Lighting in blender
infact its reacting exactly the opposite of how it should to real time lighting
if i shine a point light at it, it makes it darker
that is really weird
ah thats not quite right, it just looked like that, its not making it darker, its making the parts thats not supposed to be lit brighter
have you checked the normals of the model to make sure they're not messed up?
well standard doesnt have backface rendering so they are atleast poiting the right way
okay just grasping at straws to find things that might be different
I'm kind of out of suggestions to suggest sorry I couldn't be more of help
they are lighting properly in blender
heres another sculpt that looks like green golbin
I don't think we've seen the same green goblin movie
the shape of the head and eyes just reminded me
Found the issue, it had a tiny ammount of negative scaling in blender, which was messing up the normals
here it is so far had to completely redraw the top half of the hair in blender long story but it looks good to me 🙂
you have a competition critical
should i get rid of ngons created where the end of a bevel connects to a flat surface?
mmm
modelled some creepy ass head in like 17 minutes? 20
may of beat them in time but not quality
sems like you should use clay strips more heh
also your head has no definition like its still a stretched sphere blob
not that it has to though
welp everything i make is original and on the spot so its not perfect
i plan nothing
of course I dont expect you to know everything
I just expect you to note what you missed and try experimenting with it in a future creation
still think you should try to use references too so you can learn new facial expressions and expand your cursed library
your work is p much equally original as long as you arent trying to copy the refs
you shouldnt be forcing yourself to make 100% original works anyway thats just disabling your learning
what do i do then?
im not certain of what you SHOULD do since im no pro at all
just its defintely not good how your approaching learning atm
go make a gorilla head bro
i tried
get some monke images off of google
TRY AGAINN
bonzi buddy
mk
ill try
got to keep tryin
there is one video thay i found recently that ended up sculpting gorilla
i will find and forward to you
so u have better idea of the gorrila
Wild Life Alliance: https://www.wildlifealliance.org
Gumroad: https://gumroad.com/northgoingzak
Art Station: https://zaknelson.artstation.com/
Email: zaknelson64@gmail.com
This video is an exercise in observation while sculpting in Blender 2.91. I hope...
your first attempts will not look like his product and its fine
your not a houdini not yet
yet.
yess YET
always YET
Until u make it
tried to follow a reference and it looks like a goddamn pig
but this is it so far
idk what itll be like when im done
hey at least it resembles an animal pretty well
thats a good start
most people make a clusterfuck of a creature
Might wanna look up some tutorials on how to use references/sculpting in blender, I don't think you'll go very far by just doing 15 minute things with no goal
i have trouble learning from people. thats why i dont really watch tutorials
then youll have to set your own goals then heh
Kinda have to if you want to make progress
there is always the slow and painful way
Any recommendations on YT channels to watch for begginers
regarding 3D modeling
within VR. not just desktop
idk of vr moddeling stuff but ik there is a thing for vr weightpainting
you have something specific in mind or just want to get familar with a software that most people start off with here (Blender)?
tried to redo it
ooo better the eye sockets and nose mouth
top of head noice
i want to take some of my paintings and make them a VR experience
why is he sad? 😦